//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _SIMDATABLOCK_H_
#define _SIMDATABLOCK_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
// Forward Refs
class BitStream;
/// Root DataBlock class.
///
/// @section SimDataBlock_intro Introduction
///
/// Another powerful aspect of Torque's networking is the datablock. Datablocks
/// are used to provide relatively static information about entities; for instance,
/// what model a weapon should use to display itself, or how heavy a player class is.
///
/// This gives significant gains in network efficiency, because it means that all
/// the datablocks on a server can be transferred over the network at client
/// connect time, instead of being intertwined with the update code for NetObjects.
///
/// This makes the network code much simpler overall, as one-time initialization
/// code is segregated from the standard object update code, as well as providing
/// several powerful features, which we will discuss momentarily.
///
/// @section SimDataBlock_preload preload() and File Downloading
///
/// Because datablocks are sent over the wire, using SimDataBlockEvent, before
/// gameplay starts in earnest, we gain in several areas. First, we don't have to
/// try to keep up with the game state while working with incomplete information.
/// Second, we can provide the user with a nice loading screen, instead of the more
/// traditional "Connecting..." message. Finally, and most usefully, we can request
/// missing files from the server as we become aware of them, since we are under
/// no obligation to render anything for the user.
///
/// The mechanism for this is fairly basic. After a datablock is unpacked, the
/// preload() method is called. If it returns false and sets an error, then the
/// network code checks to see if a file (or files) failed to be located by the
/// ResManager; if so, then it requests those files from the server. If preload
/// returns true, then the datablock is considered loaded. If preload returns
/// false and sets no error, then the connection is aborted.
///
/// Once the file(s) is downloaded, the datablock's preload() method is called again.
/// If it fails with the same error, the connection is aborted. If a new error is
/// returned, then the download-retry process is repeated until the preload works.
///
/// @section SimDataBlock_guide Guide To Datablock Code
///
/// To make a datablock subclass, you need to extend three functions:
/// - preload()
/// - packData()
/// - unpackData()
///
/// packData() and unpackData() simply read or write data to a network stream. If you
/// add any fields, you need to add appropriate calls to read or write. Make sure that
/// the order of reads and writes is the same in both functions. Make sure to call
/// the Parent's version of these methods in every subclass.
///
/// preload() is a bit more complex; it is responsible for taking the raw data read by
/// unpackData() and processing it into a form useful by the datablock's owning object. For
/// instance, the Player class' datablock, PlayerData, gets handles to commonly used
/// nodes in the player model, as well as resolving handles to textures and other
/// resources. Any code which loads files or performs other actions beyond simply
/// reading the data from the packet, such as validation, must reside in preload().
///
/// To write your own preload() methods, see any of the existing methods in the codebase; for instance,
/// PlayerData::preload() is an excellent example of error-reporting, data validation, and so forth.
///
/// @note A useful trick, which is used in several places in the engine, is that of temporarily
/// storing SimObjectIds in the variable which will eventually hold the "real" handle. ShapeImage
/// uses this trick in several pllaces; so do the vehicle classes. See GameBaseData for more on
/// using this trick.
///
/// @see GameBaseData for some more information on the datablocks used throughout
/// most of the engine.
/// @see http://hosted.tribalwar.com/t2faq/datablocks.shtml for an excellent
/// explanation of the basics of datablocks from script. Note that these comments
/// mostly apply to GameBaseData and its children.
/// @nosubgrouping
class SimDataBlock: public SimObject
{
typedef SimObject Parent;
public:
SimDataBlock();
DECLARE_CONOBJECT(SimDataBlock);
/// @name Datablock Internals
/// @{
protected:
S32 modifiedKey;
public:
static SimObjectId sNextObjectId;
static S32 sNextModifiedKey;
/// Assign a new modified key.
///
/// Datablocks are assigned a modified key which is updated every time
/// a static field of the datablock is changed. These are gotten from
/// a global store.
static S32 getNextModifiedKey() { return sNextModifiedKey; }
/// Returns true if this is a client side only datablock (in
/// other words a datablock allocated with 'new' instead of
/// the 'datablock' keyword).
bool isClientOnly() const { return getId() < DataBlockObjectIdFirst || getId() > DataBlockObjectIdLast; }
/// Get the modified key for this particular datablock.
S32 getModifiedKey() const { return modifiedKey; }
bool onAdd();
virtual void onStaticModified(const char* slotName, const char*newValue = NULL);
//void setLastError(const char*);
void assignId();
/// @}
/// @name Datablock Interface
/// @{
///
virtual void packData(BitStream* stream);
virtual void unpackData(BitStream* stream);
/// Called to prepare the datablock for use, after it has been unpacked.
///
/// @param server Set if we're running on the server (and therefore don't need to load
/// things like textures or sounds).
/// @param errorStr If an error occurs in loading, this is set to a short string describing
/// the error.
/// @returns True if all went well; false if something failed.
///
/// @see @ref SimDataBlock_preload
virtual bool preload(bool server, String &errorStr);
/// @}
/// Output the TorqueScript to recreate this object.
///
/// This calls writeFields internally.
/// @param stream Stream to output to.
/// @param tabStop Indentation level for this object.
/// @param flags If SelectedOnly is passed here, then
/// only objects marked as selected (using setSelected)
/// will output themselves.
virtual void write(Stream &stream, U32 tabStop, U32 flags = 0);
/// Used by the console system to automatically tell datablock classes apart
/// from non-datablock classes.
static const bool __smIsDatablock = true;
protected:
struct SubstitutionStatement
{
StringTableEntry mSlot;
S32 mIdx;
char* mValue;
SubstitutionStatement(StringTableEntry slot, S32 idx, const char* value);
~SubstitutionStatement();
void replaceValue(const char* value);
};
Vector substitutions;
void clear_substitutions();
public:
/*C*/ SimDataBlock(const SimDataBlock&, bool = false);
/*D*/ ~SimDataBlock();
void addSubstitution(StringTableEntry field, S32 idx, const char* subst);
const char* getSubstitution(StringTableEntry field, S32 idx);
S32 getSubstitutionCount() { return substitutions.size(); }
void performSubstitutions(SimDataBlock*, const SimObject*, S32 index=0);
void copySubstitutionsFrom(SimDataBlock* other);
void printSubstitutions();
bool fieldHasSubstitution(StringTableEntry slot);
virtual void onAddSubstitution(StringTableEntry, S32 idx, const char* subst) { }
virtual void onRemoveSubstitution(StringTableEntry, S32 idx) { }
virtual void onPerformSubstitutions() { }
};
//---------------------------------------------------------------------------
class SimDataBlockGroup : public SimGroup
{
private:
S32 mLastModifiedKey;
public:
static S32 QSORT_CALLBACK compareModifiedKey(const void* a,const void* b);
void sort();
SimDataBlockGroup();
};
#endif // _SIMDATABLOCK_H_